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main.rs
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#![allow(clippy::missing_panics_doc)]
use client::client::{init, render_and_update, Features, GameSyncRequest, GameSyncResult};
use macroquad::miniquad::window::set_window_size;
use macroquad::prelude::{next_frame, screen_width, vec2};
use macroquad::window::screen_height;
use server::action::execute_action;
use server::advance::do_advance;
use server::city::City;
use server::content::advances::get_advance;
use server::game::{Game, GameData};
use server::map::Terrain;
use server::position::Position;
use server::resource_pile::ResourcePile;
use server::unit::UnitType;
use std::env;
use std::fs::File;
use std::io::BufReader;
#[macroquad::main("Clash")]
async fn main() {
set_window_size(1200, 600);
let features = Features {
import_export: true,
assets_url: "assets/".to_string(),
};
let args: Vec<String> = env::args().collect();
let game = if args.len() > 1 && args[1] == "generate" {
let seed = if args.len() > 2 {
args[2].parse().unwrap()
} else {
"a".repeat(32)
};
Game::new(2, seed, true)
} else {
setup_local_game()
};
run(game, &features).await;
}
pub async fn run(mut game: Game, features: &Features) {
let mut state = init(features).await;
let mut sync_result = GameSyncResult::None;
state.show_player = game.active_player();
loop {
state.control_player = Some(game.active_player());
state.screen_size = vec2(screen_width(), screen_height());
let message = render_and_update(&game, &mut state, &sync_result, features);
sync_result = GameSyncResult::None;
match message {
GameSyncRequest::None => {}
GameSyncRequest::ExecuteAction(a) => {
let p = game.active_player();
game = execute_action(game, a, p);
state.show_player = game.active_player();
sync_result = GameSyncResult::Update;
}
GameSyncRequest::Import => {
game = import();
state.show_player = game.active_player();
sync_result = GameSyncResult::Update;
}
GameSyncRequest::Export => {
export(&game);
}
};
next_frame().await;
}
}
#[must_use]
pub fn setup_local_game() -> Game {
let mut game = Game::new(2, "0".to_string(), false);
game.round = 6;
game.dice_roll_outcomes = vec![1, 1, 10, 10, 10, 10, 10, 10, 10, 10];
let add_unit = |game: &mut Game, pos: &str, player_index: usize, unit_type: UnitType| {
game.get_player_mut(player_index)
.add_unit(Position::from_offset(pos), unit_type);
};
let player_index1 = 0;
let player_index2 = 1;
game.players[player_index1].gain_resources(ResourcePile::new(0, 5, 5, 5, 5, 9, 9));
game.players[player_index2].gain_resources(ResourcePile::new(0, 5, 5, 5, 5, 9, 9));
add_city(&mut game, player_index1, "A1");
add_city(&mut game, player_index1, "C2");
add_city(&mut game, player_index1, "B1");
add_city(&mut game, player_index1, "B3");
add_city(&mut game, player_index2, "C1");
add_city(&mut game, player_index2, "B2");
add_terrain(&mut game, "A1", Terrain::Fertile);
add_terrain(&mut game, "A2", Terrain::Water);
add_terrain(
&mut game,
"A3",
Terrain::Exhausted(Box::new(Terrain::Forest)),
);
add_terrain(&mut game, "A4", Terrain::Mountain);
add_terrain(&mut game, "B1", Terrain::Mountain);
add_terrain(&mut game, "B2", Terrain::Forest);
add_terrain(&mut game, "B3", Terrain::Fertile);
add_terrain(&mut game, "B4", Terrain::Fertile);
add_terrain(&mut game, "C1", Terrain::Barren);
add_terrain(&mut game, "C2", Terrain::Forest);
add_terrain(&mut game, "C3", Terrain::Water);
add_terrain(&mut game, "C4", Terrain::Water);
add_terrain(&mut game, "C5", Terrain::Water);
add_terrain(&mut game, "D1", Terrain::Fertile);
add_terrain(&mut game, "E2", Terrain::Fertile);
add_terrain(&mut game, "B5", Terrain::Fertile);
add_terrain(&mut game, "B6", Terrain::Fertile);
add_terrain(&mut game, "D2", Terrain::Water);
add_unit(&mut game, "C2", player_index1, UnitType::Infantry);
add_unit(&mut game, "C2", player_index1, UnitType::Cavalry);
// add_unit(&mut game, "C2", player_index1, UnitType::Leader);
add_unit(&mut game, "C2", player_index1, UnitType::Elephant);
add_unit(&mut game, "B3", player_index1, UnitType::Settler);
add_unit(&mut game, "B3", player_index1, UnitType::Settler);
add_unit(&mut game, "B3", player_index1, UnitType::Settler);
add_unit(&mut game, "B3", player_index1, UnitType::Settler);
// game.players[player_index1].active_leader =
// Some(Leader::builder("Alexander", "", "", "", "").build());
add_unit(&mut game, "C1", player_index2, UnitType::Infantry);
add_unit(&mut game, "C1", player_index2, UnitType::Infantry);
game.players[player_index1]
.get_city_mut(Position::from_offset("A1"))
.increase_mood_state();
game.players[player_index1]
.get_city_mut(Position::from_offset("C2"))
.pieces
.academy = Some(1);
game.players[player_index1]
.get_city_mut(Position::from_offset("C2"))
.pieces
.port = Some(1);
game.players[player_index1]
.get_city_mut(Position::from_offset("C2"))
.port_position = Some(Position::from_offset("C3"));
// game.players[player_index1]
// .get_city_mut(Position::from_offset("C2"))
// .unwrap()
// .pieces
// .wonders = vec![game.wonders_left.pop().unwrap()];
let gardens = game.wonders_left.remove(
game.wonders_left
.iter()
.position(|w| w.name == "Great Gardens")
.unwrap(),
);
game.players[player_index1].wonder_cards.push(gardens);
game.players[player_index1]
.get_city_mut(Position::from_offset("C2"))
.increase_mood_state();
game.players[player_index2]
.get_city_mut(Position::from_offset("B2"))
.pieces
.port = Some(1);
game.players[player_index2]
.get_city_mut(Position::from_offset("B2"))
.port_position = Some(Position::from_offset("C3"));
game.players[player_index1]
.get_city_mut(Position::from_offset("B1"))
.pieces
.obelisk = Some(1);
game.players[player_index1]
.get_city_mut(Position::from_offset("B1"))
.pieces
.observatory = Some(1);
game.players[player_index1]
.get_city_mut(Position::from_offset("B1"))
.pieces
.temple = Some(1);
game.players[player_index1]
.get_city_mut(Position::from_offset("B1"))
.pieces
.fortress = Some(1);
add_unit(&mut game, "C2", player_index1, UnitType::Ship);
add_unit(&mut game, "C2", player_index1, UnitType::Ship);
add_unit(&mut game, "C2", player_index1, UnitType::Ship);
let ship_id = game.players[player_index1]
.units
.iter()
.find(|u| u.unit_type == UnitType::Ship)
.map(|u| u.id)
.unwrap();
let elephant = game.players[player_index1]
.units
.iter()
.find(|u| u.unit_type == UnitType::Elephant)
.map(|u| u.id)
.unwrap();
let cavalry = game.players[player_index1]
.units
.iter()
.find(|u| u.unit_type == UnitType::Cavalry)
.map(|u| u.id)
.unwrap();
game.players[player_index1]
.get_unit_mut(elephant)
.carrier_id = Some(ship_id);
game.players[player_index1].get_unit_mut(elephant).position = Position::from_offset("C3");
game.players[player_index1].get_unit_mut(cavalry).carrier_id = Some(ship_id);
game.players[player_index1].get_unit_mut(cavalry).position = Position::from_offset("C3");
game.players[player_index1]
.get_city_mut(Position::from_offset("A1"))
.pieces
.market = Some(1);
do_advance(&mut game, &get_advance("Voting"), player_index1);
do_advance(&mut game, &get_advance("Free Economy"), player_index1);
do_advance(&mut game, &get_advance("Storage"), player_index1);
game.players[player_index1].gain_resources(ResourcePile::food(5));
game
}
fn add_city(game: &mut Game, player_index: usize, s: &str) {
game.players[player_index]
.cities
.push(City::new(player_index, Position::from_offset(s)));
}
fn add_terrain(game: &mut Game, pos: &str, terrain: Terrain) {
game.map.tiles.insert(Position::from_offset(pos), terrain);
}
const EXPORT_FILE: &str = "game.json";
fn import() -> Game {
let file = File::open(EXPORT_FILE).expect("Failed to open export file");
let reader = BufReader::new(file);
let data: GameData = serde_json::from_reader(reader).expect("Failed to read export file");
Game::from_data(data)
}
fn export(game: &Game) {
serde_json::to_writer_pretty(
File::create(EXPORT_FILE).expect("Failed to create export file"),
&game.cloned_data(),
)
.expect("Failed to write export file");
}